Dragging and killing is too easy. Should need more people...

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Dudel
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Joined: Wed Oct 01, 2008 5:21 am

Postby Dudel » Fri Jan 08, 2010 6:02 am

Cogliostro, I agree but it can't be fixed as Cantr doesn't have the man power to do so. The only thing that can be fixed is the RPers... which I'ma firm believer of letting everyone (even those newspawns) play as they wish.


In order to get something honestly "satisfying", rather then avoiding combat which real RPers do anyway, would be starting from scratch and that ain't happening with Cantr any time soon.
Cogliostro
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Postby Cogliostro » Fri Jan 08, 2010 6:13 am

That's why I have come up with and shared several "easy-to-implement" idea-possibilities in the past. Some had the ability to change the perception we have about combat (the psychological danger sensation), others were even more ambitious and involved asynchronous attacking/defending. Thanks to your all caps shouting, however, they have been derailed and now languish in bottom of the forum obscurity. :D
Drael
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Joined: Tue Apr 14, 2009 8:07 am

Postby Drael » Fri Jan 08, 2010 6:54 am

I would like to play some excellent villains, but I no longer can since that would require me to babysit the character, take advantage of ticks, gank people with OOC-coordinated strikes and so on, all of which I find deadly boring.


Well thats why I started this thread, because those strategys dominate all of combat, the the exclusion of RP. You find it boring, so do I.

I think cantr combat feels dangerous enough to me personally, probably more than it should feel actually. I have no problem feeling fear for my characters.

Whats this idea about asyncronise attacks? Ive suggested a bunch of different combat ideas over the years, parrying, defence mode, disarm, defence values for some weapons, and other things ive seen in RPGs that make combat more spicy.

But so long as the mechanic based strategy dominates, the game is both unbalanced and uninteresting. Whatever can stop that, will allow for roleplay and more balance.

Perhaps if we can stop the hiding and dragging nonsense, your villians will have the chance to horrify and gloat in combat.

And if this strategy doesnt dominate, being a villian will require cronies, perhaps also encouraging RP over mechanics, and sparing cultures that have thrived for years, with a deep history and way of life, being wiped out over night by plebs.

If a worthy villian kills my town, with a gang of cronies, in a RPing, cool way - Im simply impressed by it all. And they are great to chase and hate.

But when it happens by stealth, quickly without RP, by two people with some recently stolen weapons, theres no satisfaction in it for anyone, either the villian or the victims.

Its petty and dull.
.....


As for it not being able to change, because its hard to code, im sorry, I disagree. A few quite small changes will take back the advantage from tick based drag and hide stuff, and it doesnt need IMO to be a fancy system of combat, or perfect, just one where RPing, ie combat in the open, is more important, than strategy, PKing or similar, and established towns have a fair chance instead of being overwhelmed by a few mechanic based trick. In other words, all that im talking about is reducing the advantage of the standard strategy, so that its more about the strength of the side...
Cogliostro
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Joined: Mon Jun 01, 2009 8:05 pm

Postby Cogliostro » Fri Jan 08, 2010 7:11 am

Drael, that's what I was trying to say, we're all on the same page in these things - it's not good RPers versus mindless villains. Our combat system as a whole really sucks, unfortunately. All these repeated attempts to nerf it more and more are converging on the final solution: banish violence from Cantr altogether. These prospects don't seem very inspiring to me.

An "asynchronous combat system" is a fancy way of saying that stuff doesn't happen at the same time, but gets resolved properly and fairly regardless of when exactly you hit the attack or the other guy hit his attack button. Read all about it in this monumental essay by yours truly:

Toward a Satisfying, Asynchronous Combat System?

You should bump it up if you like it. And talking of bumping, here's a discussion you might be interested in about getting hit in the head a lot:

Small combat tweak - "Maxhealth"

Good luck comrade.

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